zyg0tic 12 Posted February 23, 2015 (edited) 1. I've followed pickinthatbanjo's Youtube tutorial for making a custom loadout script. It works fine, except for one thing. Instead of deleting the replaced backpack, it instead appears on the ground below the guy. So I need to know how to fix the backpack dropping problem. The code I used is exactly as appears in the tutorial, including pickinthatbanjo's own loadout.sqf. 2. Another issue (I'll add here rather than post new thread) Launcher is not removed by custom loadout script. This applies to both supplied code from pickinthatbanjo and from in-game Zeus Arsenal export (modified to suit script format). Here is the code for loadout.sqf. I'm applying it to a Rifleman (AT). I assumed the removeAllWeapons would remove the launcher, but apparently not. waitUntil {!isNull player}; _unit = _this select 0; removeAllWeapons this; removeallassigneditems this; removeallcontainers this; removeuniform this; removevest this; _unit addVest "FUTARM_PlateCarrier_Des"; _unit addUniform "FUTARM_CombatUniform_Des"; _unit addWeapon 'Binocular'; _unit additem 'ItemWatch'; _unit additem 'ItemMap'; _unit additem 'ItemCompass'; _unit assignitem 'ItemMap'; _unit assignitem 'ItemWatch'; _unit assignitem 'ItemCompass'; _unit addWeapon "RH_M16A4"; _unit addPrimaryWeaponItem "RH_ta31rco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addMagazines ["30Rnd_556x45_Stanag_Tracer_Red", 10]; _unit additem 'FirstAidKit'; _unit additem 'FirstAidKit'; _unit addmagazine 'HandGrenade'; _unit addmagazine 'HandGrenade'; _unit addmagazine 'SmokeShellBlue'; _unit addmagazine 'SmokeShellGreen'; _unit addmagazine 'B_IR_Grenade'; _unit addweapon 'hgun_ACPC2_F'; _unit addMagazines ["9Rnd_45ACP_Mag", 2]; if(true) exitWith{}; Edited February 23, 2015 by zyg0tic Share this post Link to post Share on other sites
fight9 14 Posted February 23, 2015 Are you using TFAR? Share this post Link to post Share on other sites
zyg0tic 12 Posted February 23, 2015 (edited) No. I do have it installed in main Arma3 directory but its not enabled (vanilla game, no mods loaded). Edited February 23, 2015 by zyg0tic Share this post Link to post Share on other sites
fight9 14 Posted February 23, 2015 Thats strange. TFAR is the only mod ive seen do that. Share this post Link to post Share on other sites
loopdk 92 Posted February 23, 2015 Yes Tfar does it but just put tf_no_auto_long_range_radio = true; in youe init Share this post Link to post Share on other sites
zyg0tic 12 Posted February 23, 2015 I think I found the problem. The code supplied by pickinthatbanjo was incorrect and should instead be: removeAllWeapons _unit; removeallassigneditems _unit; removeallcontainers _unit; removeuniform _unit; removevest _unit; removebackpack _unit; Share this post Link to post Share on other sites